Sorcerer
Base Class: Sorcerer

Something in your heritage is weird. To say the least. Perhaps your great grandfather was a gelatinous cube polymorphed into a human. Maybe your mother still bears the scars of an encounter with a black pudding, or it could be that as a baby you were dipped into a vat of magical ooze by your heel. Whatever the truth may be you have found that you have an innate magical talent, and a body beyond strange. 

You have a gelatinous body, your flesh, your blood, and even your bones are oozes of various densities. Consider the implications of this oddity and perhaps integrate some of that weird into your character. Or if you are having trouble roll a d10 and consult the following table.

1.) If you aren't thinking about it a sickly green creeps into your skin tone.

2.) Your flesh is always a little too sticky, cold, and moist.

3.) Your common clothes wear out far too quickly, that's probably because your sweat is caustic.

4.) You eat. A lot. Like a lot a lot. And you never seem to pass waste, it's almost like you simply dissolve everything you eat. 

5.) Your skin is extraordinarily stretchy.

6.) You've woken up before with your limbs arranged incorrectly, it took a whole 20 minutes to put them back where they go.

7.) Blows that should certainly break your bones hurt like the Nine Hells, but nothing ever breaks. Your bones seem to be like rubber.

8.) You turn into a puddle of ooze when you sleep.

9.) You don't bleed when cut so much as you leak purple slime. Weird.

10.) When you are frightened you become transparent.

Ooze Sorcerers are terribly durable, as they evolve their bodies come more and more under their command. With acid, poison, and necrotic magics a Gelatinous Body Sorcerer aims to outlast, dissolve, and consume their foes. 

 

Mass Siphon

Your power as a Gelatinous Body Sorcerer comes from the strange stuff of your form. When you deal Acid, Poison, or Necrotic damage to a foe you dissolve them slowly consuming their substance and adding it to your own. Whenever you deal Acid, Poison, or Necrotic damage you may gain 1d4+con in temporary hit points. Increasing to 1d6 at level 6, 1d8 at level 10, and 2d6 at level 14.

You may gain a maximum of 6 temporary hit points per sorcerer level.

Temporary hit points you gain with this feature can stack with other temporary hit points you gain from this feature but not with others. If you would gain temporary hit points from another effect you may choose which to keep. Temporary hit points you gain with this feature are not lost during a long rest.

Additionally, for every 10 temporary hit points you have your height is increased by 2''.

Morphic Physiology

As a bonus action you may expend 2 Sorcery Points to manifest 2 additional arms or tentacles for 10 minutes. While active these arms grant you the following benefits.

  • You may cast spells with the appendages using them as an arcane focus. You may cause spells cast this way to deal Acid, Poison, or Necrotic damage instead of any other types a number of times equal to your proficiency modifier per long rest. 
  • These appendages have a reach of 5' and can deliver touch spells for you. 

 At higher levels your command will further increase.

  • At level 6 whenever you take the melee attack action you may choose to use one of your arms to make an unarmed attack. This attack deals 1d6+con Acid damage and count as a weapon for the purposes of spells that require a melee weapon attack as a part of their casting requirement.  
  • At level 8 you may use these arms to make opportunity attacks.
  • At level 14 you now expend an additional Sorcery Point to sprout a third appendage. When you make a successful melee attack with one of your appendages you may attempt to grapple a foe with your third arm. A successful grapple with this feature causes the target to take 1d6+con Acid damage on each of their turn until the grapple ends. 
  • At level 16 your reach with your slimy appendages increases to 10'
  • At level 18 you now may expend additional Sorcery points to sprout up to 4 total appendages (requiring a total of 4 Sorcerery Points). On each of your turns you may use a bonus action to cast a spell with this newest arm. Spells cast this way must be 3rd level or below and must be cast at their lowest possible level. 

The Universal Solvent

Starting at 6th level, when you cast a spell that deals acid, poison, or necrotic damage you may sacrifice any amount of your temporary hit points, doing so you may add 1d4 damage to that spell for every 6 temp hp you sacrifice this way. This damage increases to 2d4 at 12th level and to 3d4 at 16th level. You may use this feature a number of times equal to your Constitution Modifier, regaining all expended uses on a short or long rest.

Consumptive Goo

At 14th level, you gain the ability to spend 1 hour to fully dissolve a dead or defenseless body up to your size class. Doing so provides you the following benefits.

  • You gain temporary hit points equivalent to the size of the body you consumed. 1d4+con for a tiny creature. 2d4+con for small. 3d4+con for medium. 4d4+con for large. 5d4+con for huge.
  • You may shape your body into a perfect duplicate of the body consumed. Doing so grants you only their physical appearance and voice. Your physical imitation will pass even magical means of discernment. If a creature suspects you of being an imposter they may quiz you for information that you should or should not know or succeed on a DC 16 Insight check to uncover your deception. You remain in this form until you revert to your true form as a bonus action, or until you die. You may assume the same form again until you use this feature to consume another body.

You may do this once per long rest.

Mitotic Reproduction

Beginning at 18th level, your body has evolved to give you resistance to Bludgeoning and Piercing damage and immunity to Slashing damage. 

Additionally, you may now shed all of your temporary hit points as an action to spawn a miniature clone of yourself for 5 minutes. This clone is completely under your control and takes its turns immediately after yours. The clone has hit points equivalent to the total amount of temp hp shed to spawn it. Its AC is equal to 10 + Your Dexterity Modifier + Your Constitution Modifier. It is treated as a level 6 version of yourself and all of its ability scores are equal to yours minus three. While it is active you share Spell Slots and Sorcery Points. If the clone dies while this feature is active you may use the Consumptive Goo feature to dissolve it and regain temporary hp equal to the clone's maximum hp. If you die while this feature is active the clone assumes the role of the original, its level is treated as the same as the original body and you may use the Consumptive Goo feature to dissolve your original body to regain your original ability scores and maximum hp. If the original body can not be retrieved or is destroyed you must dissolve 500 total hp's worth of creatures to regain your original statistics. 

When you use this feature you may not do so again until you finish a long rest.

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